Introduction to Virtual Reality
Field of study:
Virtual reality allows us to create environments fit for any simulated interaction. It is used in multiple applications, from entertainment to the automotive industry and training healthcare practitioners. VR and AR are some of the fastest-growing technologies, boosted by new applications and technology development in the upcoming years.
Introduction to Virtual Reality introduces students to the most common VR technologies, their relation to human physiology and the basic terminology needed to further their studies and understand related phenomena. Students learn how software applications and game engines are used to create immersive multisensory experiences, with case examples from creative and industrial contexts.
3hr sessions on-site for a typical day would roughly include:
- 45 min: lecture / a guest lecture / a tutorial with Q & A.
- 30 min: discussion session regarding news, theories, and experiences related to VR and AR.
- 45 min: group work designing and prototyping while assistance is provided.
- 15-20min: presenting the work done in groups
During this course, students learn:
- Fundamental theories about VR and AR as mediums, along with their affordances and constraints.
- Rapidly prototype VR experiences such as games and frequently test and iterate it in layers.
- Design experiences considering human behaviors, interactions, and emotions while thoroughly understanding the medium.
Plenty of readings (such as works of Mel Slater) and tutorials will be provided for the students after the sessions.
The focus will be on building rapid conceptual prototypes and capturing the essence of the idea behind the designs that students wish to execute.
2 ECTS = 54 h, divided between contact teaching and independent studying.
Pass / fail